Spider-Man: Moon Cat Shenanigans

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

MacGhille · 228

This is a pretty wild deck, in that it has several things going on in it that you can capitalize on when the opportunity arises.

First, Black Cat will be very likely to deliver extra cards to your hand since 23 of the cards have mental resources.

Secondly, Moon Girl is here to let you draw even more cards, and she is ripe to be exploited.

Finally, there are numerous cards intended to buff the already impressive Go All Out.

On top of this, Spider-Man is pretty versatile to begin with, and this deck provides you with several routes to really make the most of certain situations.

Let's take a look at these synergies, and how they take place.

For Moon Girl, the trick here is that you can pay more mental resources than her cost in order to draw more cards. But throwing away cards just to replace them isn't the best strategy, and Spidey's Web-Shooters can't be used to get Moon Girl onto the field. This is why we have the Quincarrier and Ingenuity (which seems custom-made for this deck, since it generates mental resources and can only be played by Genius identities).

Since Moon Girl has to be played by a Genius or Champion identity, this means you have to flip down to play her, which gives you access to ANOTHER mental resource from Peter Parker, so you could conceivably draw two new cards while only playing one.

But wait, that's not nearly good enough! We also have the Genius resource to give us two mental resources, as well as Band Together, which can give us up to three more wild resources. You could theoretically play 4 cards to draw 11.

And don't forget that if you already have three allies on the table, you can still put Moon Girl into play, you just have to discard one of the existing allies. Which would be an easy choice if Black Cat or Goliath were on the table because you want to play Black Cat again to get her bonus (Make the Call), and if you used Goliath's buff before playing Moon Girl, you were going to be discarding him anyway.

The coup de grace is Go All Out, which allows you to add up all three basic powers of your hero to launch an event attack. Spidey is at 6 natively, and you get +3 from the Symbiote Suit, as well as +2 from each R&D Facility, as well as +3 for each Morale Boost you play this turn.

Now, it's not going to happen all that often, but there will definitely be moments where you could play Moon Girl to draw five more cards, flip up, then play two Morale Boosts and attack the Villain for 17 damage.

Now, that is likely not going to happen on your first pass through the deck, but it could very easily take place on the second. And more than once, since Make the Call gives you back Moon Girl while Leadership Training makes sure you have a Make the Call or a Morale Boost available to draw into.

Or perhaps you'll let Black Panther take a fall just so that Regroup can let you play him again for a Go All Out.

Frankly, there are a lot of interesting things to do with this deck, and none of them get in each other's way. Instead, they all tend to feed into one another.

Now for some specific notes on playing the deck.

You want your Quincarrier and Ingenuity as soon as possible. These pay dividends, and you want that being generated early. A first-turn Ingenuity is a home run, since you will already be in Alter-Ego to play it. Mulligan hard for these two cards.

The Symbiote Suit is something that is really up to your play style. It does great things, but at a meaningful cost. It also isn't cheap. If you really just want hand size, then swap it out for an Avenger's Mansion. But don't forget, a lynchpin of this deck is Go All Out, and the Suit lends that card 3 additional damage. It also turns Spidey into a living Captain America shield because ten extra HP and 4 DEF coupled with Aunt May means you can take massive hits and recover huge in a single turn. If they even get past your Backflip.

Pretty much everything else is about capitalizing on opportunities, since the rest of the support and upgrade cards aren't crucial, just very useful. Black Cat has a good chance to score more cards, but Moon Girl is guaranteed. Black Cat can ping off Tough status cards forever, but Squirrel girls clears them all out when she shows up. Maria Hill gives everyone a card, but Panther lets you bank a crucial card or rescue it from being used for resources in an earlier turn.

Spidey is incredibly well rounded, but his biggest weakness is threat removal. (If I'm perfectly honest, it always struck me as odd that a hero with the 'Genius' trait only had one thwart.) While Leadership provides him with several allies that can do a heck of a job the best means of threat removal in this deck are the Symbiote Suit and Push Ahead.

Now, There is only one copy of Push Ahead and this is because Spidey has allies for assistance, and the means to recover Push Ahead when it is crucial (Panther and Leadership Training). If you find this too limiting (particularly with having to flip down for Moon Girl, thus ensuring additional threat is added to schemes) you could easily swap out a Morale Boost and/or a Go All Out for an additional copy or two of Push Ahead.

Myself, I almost exclusively play Two-Handed solo, so I would have Miles or Agent Venom with a Justice aspect backing Spidey up.

6 comments

Jun 30, 2022 Saalis_the_Second · 11

Thanks for sharing the deck.

Just wanted to point out, that overpaying for Moon Girl is not a thing> boardgamegeek.com

Also, I get R&D and Morale Boost for buffing your stats but the value of Go All Out is actually worse when you do it. But the max output surely is nice!

Jul 01, 2022 MacGhille · 228

You are absolutely correct. I originally built this deck before the official ruling came out. I was confident I was abusing the eventual decision, hence the reason I called it 'Shenanigans', lol.

I have since amended the deck and description to reflect what can actually be accomplished. Thanks for the feedback!

I'm not sure I understand how the value is worse? Here is my perspective: Morale Boost gives you an extra point in three different stats. With a basic move, you will only benefit from one of those stat boosts. Go All Out guarantees you benefit from all three of those points.

Now, in a Cap or Quicksilver deck, Morale Boost can allow you to benefit from two or even three of those points since they can ready themselves and then Thwart or Defend. But Spidey doesn't have that ability, so I see Morale Boost here as three additional damage for a single resource (2 Real).

While R&D may not be as efficient cost-wise as other cards, I consider part of it's 'hidden' benefit that it thins your deck, and more than one can be in play, thus giving Spidey greater flexibility in determining when -and for what- (or for whom!) a boost to ATK or THW is most useful. It's a layaway Morale Boost that dropped the DEF, but I believe the versatility compensates for the shortcoming.

Like I said in the description, this deck isn't about drilling down to do one thing (maximize go all out, recur Black Cat/Moon Girl). Instead, it is about providing Spidey with numerous very cheap (but effective) tools to facilitate the strategy that fits the moment. Very much on brand for our friendly neighborhood wall-crawler.

But if you could show me specifically how the value of Go All Out is degraded, I would love to have it broken down and expand my knowledge!

Jul 15, 2022 Saalis_the_Second · 11

Hey, I am still kicking! Finally answering.

I meant that GAO is 3ER for 6 damage (same ratio as a baseline hero attack event which happens to be Spidey's Swinging Web Kick, 4 ER for 8 damage or 1 ER for 2 damage.

With MB you change it to 5 ER for 9 damage, 1 ER nets you 1.8 damage. With R&D facility you have 4.3 ER for 8 damage, 1 ER = 1.87. But as you wrote this thins your deck which I don't know how to reflect in this and the ratio is still pretty awesome. Finally, both would be 6.3 ER for 11 damage, 1 ER = 1.75

Actually, now I see the cost ratio is still nice, and as you pointed out you have room to improvise and don't have to just pump it all into GAO. All the other things I wanted to say you have already said.

Just got my hands on Ironheart pack today, I will let you know when I get to try your wombo combo :).

Jul 16, 2022 MacGhille · 228

@Saalis_the_Second well, I won't lie, I was only barely able to follow your post, but I got it in the end!

Yes, there are definitely more efficient ways to spin this deck, but the version I created was predicated on allowing the player to choose their focus. Whatever is most beneficial this turn, is what you dump the resources into, knowing that you have tremendous damage potential in the wings.

You still get to (heavily, almost unbelievably) abuse Black Cat and Moon Girl's abilities with this build, so you have an additional source of draw.

If I were to revisit, I would significantly reduce the number of events in order to ensure the player would be able to directly focus on specific actions on the second pass.

But wow, that was quite an in-depth breakdown you provided. Very awesome!

Jul 16, 2022 Saalis_the_Second · 11

Yeah the formatting wasn't done well so it might have been difficult to read.

Just wanted to add that I haven't played this deck yet but I tried out Ironheart precon yesterday which shares a good deal of cards.

I mostly played GAO in the end when my board was set up. Usually couldn't squeeze in MB or R&D. But MB is an energy resource and I was taking hits from Zzzax modular which punishes you for having it. And Ironheart was hungry for mental resources so there is that. I only played R&D and MB once in two games just to try how much damage I can do (17!!!). And with Patriot and Cloud 9 it was awesome albeit unnecessary since the villain only had like 6 HP.

Looking forward to squeezing the heck out of Black Cat and Moongirl!

Jul 18, 2022 MacGhille · 228

I have not yet played or built an Ironheart deck, and I always try to be surprised by the modular sets, so I am unable to speak to the energy resource penalty (though it sounds like a cool concept, and way better than outright denial).

I did go back and break down your algebra about the associated costs, and you certainly got all the maths right. Basically, Go All Out with Morale Boost and R&D Facility works out to nearly the cost-to-damage ratio of Swinging Web kick.

I appreciate that analysis, it was valid and thorough.

I guess my position is that Swinging Web Kick is essentially the gold standard for attack cards, and becomes the 'reference banana' for all new attack cards. Which -to me- means that even coming close is a pretty big deal, since so few heroes have comparable attacks in their hero decks.

I tend to perceive a 'well, it's not quite as good as SWK' argument as akin to complaining about an ice cream sundae that has ten less sprinkles than another one in the restaurant. Particularly since this build uses the hero who has the swinging web kick. Right?

Believe me, I can tell you weren't complaining about the combo. You were accurately pointing out that the total cost of effecting that combo is pretty heavy, and I agree with you. It's convoluted, takes time and resources and is not quite as good as the intrinsic card Spidey already carries.

I think the reason I like this build is that the pieces for this specific combo are useful for other things, which means that the player doesn't have to sit around waiting for the planets to align. Morale Boost on its own can help Spidey survive a huge hit, R&D can pump allies as easily as as heroes, and Go All Out has the same ratio as SWK if used on its own (with Spidey and other 6 basic heroes).

I just love that this crazy amalgam of cards lends itself to Spidey's thematic adaptability. He can defend, he can draw lots of cards, he can boost himself or his allies...it just feeds the legend. And every once in a while you can easily hit the villain for 16 damage in a single turn. (SWK, GAO, R&D, Genius and a Web Shooter)